Bugbear Doomclaw (5e Creature)
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Medium humanoid (goblinoid), chaotic evil
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Multiattack. The bugbear makes two melee attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 15 Constitution saving throw. On a failed save, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute on a failed save. A creature poisoned in this way cannot regain hit points by nonmagical means. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.
Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Unbridled Fury. In response to being hit by a melee attack, the bugbear can make one melee weapon attack with advantage against the attacker.
The rarest of the bugbear vileclaws, doomclaws possess incredible strength, resistance to magic, immunity to poison, and powerful poison of their own that inhibits healing. Horrifying tales abound of doomclaws single-handedly besting entire militias, and leading hordes of lesser bugbears into battle. Some tales even tell of doomclaws of unimaginable strength with the ability to entirely nullify magic within a small radius around themselves.